I just sent you a message. Have you figured out the sword beam thing? I own the original, so I can check on that, except I'd have to play pretty far in to the game to get the sword that shoots the beam. I guess I shouldn't delete all of my completed profiles, oops.

Anyway, like I said in the message, I should be getting more done on those sprites tonight, but I kind of need to know more about the movement and attacks for the boss.

I've finished programming the sword beam thing. I could post a new demo of it when I finish the mechanisms for pick stuff up and throwing it. I'm guessing it'll be a good two weeks before that's done though. Picking up and walking with a container is practicly done for a couple of regular objects. Throwing, breaking, hurting enemies and using different weights and sizes will take more time.

FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

As for the general progress so far:- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

FrozenFire: Today I stumbled across some new errors I've missed, namely objects not stopping when you pauze the game (= press esc). When walking on stairs, jumping from ledges, having items appear and grass break up the pauze mode is not integrated yet. Could you check (this demo or the next) wether or not I missed other objects/actions not pauzing?

Sure. How about you post a new demo and I'll test that? Right now though, I'd like to finish up those sprites for you because they're taking me a while, ha ha.

As for the general progress so far:- I'm changing the pick up actions so that you have to grab and pull an object before you pick it up. I'm not really sure how the original played, but I'll continue on this road and let you guys decide how it plays when the next demo's out. The only bother is that it requires me to redo the sprites and timelines. Oh well. Other than that, I'm just making small tweaks and fixes.

I will be sure to give you feedback when the new demo comes out!

EDIT:

Martijn, I finally finished those sprites. I sent them to you in a message.

Jup, we've moved production there since I felt we needed some place where we could freely post idea's, dungeon maps and boss sprites without ruining the surprise. I'll post some screenshots when I get my router so I'm not bound by this stupid datalimit anymore.

Anyway, progress has always been slow since I'm the soul programmer (with a fulltime job).

So we are recruiting!

If anyone wants to join the team as an added programmer or as a spriter please send me a message. I'll make a topic in the recruitment area right after this.

Update:Here are two images of some shading IÂ´m experimenting with. What do you guys think?

It's already above Link. It's just a little hard to see on those screenshots.

I'm currently using:draw_set_blend_mode(bm_subtract);draw_set_color(c_dkgray);

There is one glitch with this I haven't figured out yet. At the start off the pause-state I use screen_redraw() directed at a surface. When I display that surface on the screen the shadow area is gone. Everything below the surface is gone as well. So if Link's head is under the shadow, then the surface shows him without a head. Similar things happen with enemy sprites. The tiles get displayed normally.

I'm going on vacation soon so here's the latest demo to round of the last weeks of work. Some things are still under construction but then again .. they always are. I'll list the changes since the last demo since most aren't visual. Only for those interested.

Ooh and before I forget. The shading I already showed a screenshot of is not in the demo. It needs some more work (= glitch hunting and altered placement). The anti-fairy at the beginning is also gone. Instead the flying tiles have made a comeback. I improved the collisions between the tiles and solids but I also need to redo some work to get the shield collisions back up to the earlier standard. Finally basic throwing has also been included. You won't believe how long it took me to get it all the way I liked it.

Here is the list of changes:- Keys no longer respawn if collected- Doors and switches get reset when exiting a dungeon- The shadow of items now dissappears along with the item when in another room- Poking containers is no longer the same as poking a wall- Death resets the sprite of an equipped bottled fairy- Added a sword beam- Redid the pause mode- Improved the routine of enemies being getting back- Added 3 more rooms to visit (and some more you can't visit )- Updated the collisions between flying tiles and solids- Cannonballs continue to move from room to room- Made some alterations to the Link walking through doors- There are now conditional doors that only open when all enemies are defeated- You can pick up / walk with / run with / throw containers and bushes- Altered the way paths, rooms and timelines are referenced in the coding- When link is hurt he turns transparent instead of invisible- Enemies turn negative when hit- Some lettering in the starting menu is now yellow- Rupees etc now turn transparent before dissappearing- Fix a whole lot of glitches and what not

For those wanting to help: I'm looking for some feedback on the cannonball puzzle room.Also I'm still looking for a spriter and a programmer to join the team.

Oh, Martijn, I'm still getting around to checking out that cannon ball room. I just kept getting stopped by all of those glitches I kept accidentally finding (I was born to test video games ). But with those fixed in the demo, I should be able to make it to the room and get right on that sound effect you want and I can also tell you what I think about the room.

I just want to say: This game is going to really be something awesome, I think everyone here will enjoy it. I recognize my bias, since I'm working on it, but it really is one of the most polished, professional Zelda fan games around.

I just want to say: This game is going to really be something awesome, I think everyone here will enjoy it. I recognize my bias, since I'm working on it, but it really is one of the most polished, professional Zelda fan games around.

I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.

So. On to the questions. What happens when ..

.. you try to dig in an area where you can't dig?You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.

.. when dig normally?Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.

.. when you dig, while standing in the grass?Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.

.. when you cut down a bush and try to dig where the stump is?I'm guessing the digging get's negated, but I'm not 100% sure.

.. when you dig while in shallow water?Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.

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Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.

I'm currently working on implementing the shovel. Believe it or not, but the shovel was actually kinda tricky at first because I had to decide how to handle the dirtholes it can create. It's almost done, but I have some questions about how this worked in the original Alttp to finish it.

So. On to the questions. What happens when ..

.. you try to dig in an area where you can't dig?You some kind of rejection effect, right? If so, I don't suppose anybody can find me a screenshot or sprite.

.. when dig normally?Does Link throw some dirt over his shoulder? I'm not really sure that was the case. If so, I'd appreciate a screenshot.

.. when you dig, while standing in the grass?Does the digging get negated like when you are standing on a solid floor? This one is pretty interesting, since I can't recall ever having tried it.

.. when you cut down a bush and try to dig where the stump is?I'm guessing the digging get's negated, but I'm not 100% sure.

.. when you dig while in shallow water?Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.

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Also we've decided a working title might be in order, so the project will now be know as Horn of Balance.

As far as not being able to dig, you here a "tink" noise,kinda like when you hold down the sword button against the wall and I think two "sparks" come off the shovel. That's if I remember right. Hold on. Let me see if I can get some pics.

.. when you dig while in shallow water?Any different sounds? Maybe Link's action get's negated. Or does he scoop up some water and over his shoulder? Again, can't remember ever having tried stuff like this, since the shovel never was that big of an item.